Intro VL scen modding

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Mac Linehan
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Joined: Sun Dec 19, 2004 9:08 pm
Location: Denver Colorado

Intro VL scen modding

Post by Mac Linehan »

Gents-

January through May leaning the rules and mechanics of the game- absolutely awesome.

Away during the summer (job); back now and getting back up to speed.

I am playing a heavily modded VL intro scenario (to just learn and experiment on a smaller scale) as the Germans (did the Russians first). Am becoming familiar with the new and old editors- a remarkable tool.

My Question- How do I activate / add divisions / units / airgroups with the editor? I have studied the WitW editor manual which was very helpful. Am I able to add a unit to a command without changing the editor listing?

This will be small scale- perhaps a few division sized units for Germany (they really need the help...;)

OK. Its clear that its time to ask The Smart Guys (tm) for help and guidance....

Starting to figure it our w the new editor. Mainly activating existing units- its a start.

Am able to move frozen units, but not how to remove freeze flag w the editor.

Want to give the static German garrison HQ's mobility, will have to do some more research online and experiment.

Good Stuff.

Thank You all.

PS- the new OOB and 1.03.03 (1.03.05!) patch / updates are outstanding- my respect to the WitE Team for their commitment and work.

Mac
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Wiedrock
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Re: Intro VL scen modding

Post by Wiedrock »

Mac Linehan wrote: Wed Oct 18, 2023 7:47 pm My Question- How do I activate / add divisions / units / airgroups with the editor? I have studied the WitW editor manual which was very helpful. Am I able to add a unit to a command without changing the editor listing?

[...]

Starting to figure it our w the new editor. Mainly activating existing units- its a start.
unit-placement.png
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Mac Linehan wrote: Wed Oct 18, 2023 7:47 pm Am able to move frozen units, but not how to remove freeze flag w the editor.
unfreeze.png
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Mac Linehan wrote: Wed Oct 18, 2023 7:47 pm Want to give the static German garrison HQ's mobility, will have to do some more research online and experiment.
I don't understand what you mean by this.
Mac Linehan
Posts: 1518
Joined: Sun Dec 19, 2004 9:08 pm
Location: Denver Colorado

Re: Intro VL scen modding

Post by Mac Linehan »

wiedrock-

A very useful guide, I deeply appreciate your help.

Thank You Sir!

Mac
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antwniago
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Re: Intro VL scen modding

Post by antwniago »

If the two HQs you are referring to are VL and Novolsokolniki Garrison Corps what I did was:
export the unit csv for the scenario
open up dat\csv\Introductory Scenario 1 - Velikie Luki_unit.csv
then enter the movement allowance you want them to start with yellow cells columns R and S- I used 49
change the frozen delay from 250 to 0 - orange cells
save the csv then import back into the game
save the scenario.

Top left image of the HQ with 0 movement
Bottom image the csv with cells needed to be amended highlighted yellow movement and orange frozen
Top right image the HQ after being moved on turn 1 of the scenario (after I detached it from the fortress).

Hope that helps.
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Mac Linehan
Posts: 1518
Joined: Sun Dec 19, 2004 9:08 pm
Location: Denver Colorado

Re: Intro VL scen modding

Post by Mac Linehan »

antwniago-

Thank You!

I was able to fiddle around (earlier) and reactivate movement, but your process is much more efficient and logical.

While reasonably computer competent, I am just beginning to experiment with exporting and editing CSV worksheets from the game, but will do so (and learn) using your instructions.

What's really remarkable is that the game programming is designed to be modder / user friendly; when I am unable to edit something successfully it is almost always operator (me :D !) error- the tools are already there.

The Matrix Forums are remarkable in that the experienced (and new!) players are more than willing to help in any way they can.

WitE 2 is absolutely outstanding.

I am most grateful Sir!

Mac
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Mac Linehan
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Joined: Sun Dec 19, 2004 9:08 pm
Location: Denver Colorado

Re: Intro VL scen modding

Post by Mac Linehan »

Gents-

I am very aware that I am at the Kiddie Pool level when posting on this forum.

My intent is to mod the VL scn in order to learn the game but on a smaller map (and thus manageable and move right along).

German-
Added:
Numerous support and labor units. Changed nationality and added several Romanian Rail Repair units.
Fiddled around and activated movement for the frozen Garrison HQ's (Thank You antwniago for guidance).

Set German / Soviet scenario production to 100 percent; increased pilot pools. Increased scenario length to 250 turns.

Shifted the German line of defense westward to better terrain; fort level 3.
Optimized unit / HQ / depot (its all about logistics, baby...;).
Increased both German (higher) and Soviet (slightly higher) readiness and experience levels; gave both the best leaders at each HQ level (Georgy Zhukov Stavka).
Gave large amount of (and by turn) Administration Points to both sides (not needed by the AI as best as I understand).
Placed Axis air in the Reserve TB until existing / new airbases are fully built, aircraft upgrade (and filled / trained) w better weather.

With no full German divisions, the challenge was to optimize the use of infantry (defense w forts) and use armor / motorized as my react team. The main line of defense left a small open (clear terrain) area, upper map, the AI is doing a good job (victory locations already taken) periodically moving units into that upper area which, after a period of time, w the building of forts and restaging of German armor, has become a kill sack. The idea is that my armor only moves one to two hexes (minimize fatigue gain / CPP loss), attacks and then returns to a fortified area on or near a supply depot. If possible, I will first move a light motorized unit to create a "pending" hex line behind the Soviet unit before my main attack, which (with careful good odds) causes routing.

The AI continues to attack the most vulnerable hexes of my main fortified line; it is educational to see that repeated air and ground attacks- even at poor odds- gradually wears down TOE and CPP; however level 3 forts / good supply greatly mitigate that effect, along w unit rotation and selective refit on a depot w HQ.

I am also learning to build a second (not depicted) line of fortifications and to rotate units in and out of combat.
Am very aware of having only one command in battle, but experimented with optimizing the combination of two commands (despite the 20 percent penalty) if a particular unit needed time to regain the all important CPPs.

Initially played the Russians early on, and have a real appreciation for their ability to build units- especially the Infantry and Mech Corps. It is very clear to me that due to the length of the modded scenario, that the AI will eventually build infantry / mech corps with (seemingly) unlimited amounts of manpower, engineers of all stripes and trucks (lend lease)- not to mention air. The enjoyable challenge will be to keep the hordes at bay for as long as possible.

Yes, it is unrealistic to give both players 100 percent production availability, but will allow me to see how all aspects (resupply / replacements / CPP and movement gain /air) works on a small map scale. Eventually I will put on my Big Boy Shoes, tighten my belt and into the Gator Pit- into larger scenarios.

Several questions:

I have read the applicable rules, but can Soviet partisan activity in a specific hex be reduced or nullified by the presence of an Axis unit?

The original unmodded scenario had no labor / rail repair units; if building / expanding an airfield / damaged rail lines will the labor units (listed as "built as need-" not sure about rail repair- in the production screen) be built? Hasn't yet seemed so, I could be very much mistaken.

Thank You for your help and guidance.

Cricket Mac


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